Hello everyone!
I have a problem with the FBX export in Unity from Blender in regards to a scale animation
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As you can see in this gif below, the Tank threads are scaled from 1 to 0 to give the user the illusion that it is a moving thread. I like how this looks in Blender:

The animation has keys on every frame because I baked the animation ^
But when I import it into Unity I get this horrible result below:

Looking at the animation curves straight up from Unity, you can compare them to those in Blender and weird thing are going on. As if Unity couldn’t handle a linear animation curve and transformed it to a bézier or a clamped curve. See image below:
To rule out any possible questions you might have, I’m sending some more screenshots of general info you might need to know:
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Here is the rig Transform scale set to 1:
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The mesh transform set to 1 (everything is only one single):
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My export settings in Blender (“FBX All” is the format which has best worked for me, “Experimental” hasn’t really made any real change as far as I’m concerned):
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My rig settings in Unity:
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Here is a quick overview of how the rig works, I hope the gif makes some sense on how the Hierarchy works (its not meant to be something complex):

If all this info is not enough, I encourage you to download the blend file below and test the exporting yourself (I’m also including a sample texture or otherwise, the thread animation won’t make much sense).
I wrapped my head around this problem for a while but I have come to a halt and I need some help on this one because I have many (MANY) units that revolve around the same principle with threads and I want to share this with the community for free (anyway, the units do not belong to me, they are from Nintendo).
Also, if your a Godot user or UE user or any other Game Engine user, I encourage you to test it yourself and send me feedback on the export settings.
Almost forgot, currently using Blender 4.0.0
Thanks in advance and for reading my post.
TankSolo.blend (1.4 MB)
Tank blend file and texture ^
















